RavenProject
03/19/2003, 09:25
Doctor Doom (http://www.hcrealms.com/cgi-bin/get_unit.cgi?num=ct110)
Clobberin' Time #108
Based on: Dr. Doom (http://www.hcrealms.com/forum/showthread.php?s=&threadid=20534) and Doombot (http://www.hcrealms.com/forum/showthread.php?s=&threadid=16816)
Type: Special
Current eBay Value: $48.81 (18 March @ 11PM)
I'd like to take a second to point out a major oddity in Clobberin' Time LEs... The LE5s are generally dismissed as unplayable ####. Most LE4s are considered barely playable. But there are LE3s selling on eBay for more than most LE5s. Quite honestly, they *are* amazing pieces! And above them all towers the ersatz Lord of Latveria, Doctor Doom(bot).
WizKids really threw us a loop with this bad boy. By the name and number, he's obviously the LE version of a Doombot. However, I find it easier to consider this the first "sub-Rookie" LE. Like those super-deformed characters in anime, Doctor Doom has most of R Dr. Doom's tricks squished into a tiny package.
If you're planning to use Doctor Doom, you've got to take a good look at his dial and plan ahead. For his first click, Doom's a powerhouse for his cost. His second click isn't bad. But after that, you'll whip through the rest of his short dial in no time. Never, ever forget that this guy only has *five* clicks! One good hit on him and that's about it.
For that reason, you want focus on that first click of Mastermind. At only 68 points, his meat shield options may seem a bit limited. But that's okay -- you've got Doombots, and it even makes sense within a theme. Partner Doom with a Doombot, and you've got taxi and meat shield in one. I highly recommend using the E or V versions for Toughness; makes them more likely to survive, and the higher Movement value makes them better taxis.
Once you've given Doctor Doom his devoted redshirt, you can look at the rest of his stats. The 8 move is nice, but you'll probably be relying on a taxi. 16 Defense is average. But what really stands out are the 10 Attack, 3 Damage, and associated powers. Unlike any other Doombot or REV Dr. Doom, this guy has Pulse Wave on his first two clicks. Remember what I said about a Taxi with Toughness? Here's another good reason why. With a 10 Attack value, you've got a good chance of hitting most characters in your blast radius. Now, with the damage reduced to 1, there are a lot of people you may not be able to hurt like this, but it's still worth considering. If you really want the damage boost, slip a SHIELD member on your team and have your Doombot taxi contribute if he's able. More often, you're going to stick with a straight-up blast for 3 Damage. He's got a short range -- only 6 -- but it's going to make a dent.
The real jewel in this crown, though, is that brown square of Perplex. There are obvious applications, of course -- jacking his Attack to 11, or Damage to 4. But if you really want to take advantage of the benefits Perplex can offer, you need to get creative. For example, let's go back to the Pulse Wave. With his range of 6, the Doombot can affect everyone within three squares. Perplex up his Range to 7. Divide by two and round up, and you get 4 squares in every direction. That's a *huge* increase in the affected area! Also, don't forget that Perplex does not require an action. So even when Doom isn't acting directly, he can boost another member of your force. With so many applications, Perplex grants you tremendous flexibility on the battlefield.
Until you lose it. Which happens abruptly and will always disappoint you when it does, because thigns for downhill quickly. If you're lucky enough to only take one click of Damage, you may still have a chance. A 9 Attack doesn't suck, Damage is a Toughness-pounding 2, Leadership helps bring a new taxi for extraction, and Toughness means your opponent's next attack needs more "oomph" behind it if you want to put Doom away. It's not awful, but it cuts Doom's value tremendously. He's gone from powerhouse to an overpriced V Doombot.
Things only get worse from there. Attack continues to click down, as does Defense until it bottoms out at 13. Pulse Wave is exchanged for Incapacitate, but at that attack value you're not hitting much. Once the dial gets this bad, the *only* saving grace is that you pick up Outwit on the final two clicks. Trust me, he won't be doing much else.
This run of stats makes it tricky to plan for Doctor Doom's use in battle. As long as you can keep him supplied with Mastermind fodder (and, for that matter, can keep Mastermind from falling prey to Outwit) he'll be a beast, limited only by his short range. But once Doom takes damage, it's all downhill from there. Get him to a Medic at once. He's just too many points to give up on. In connection with that, get used to thinking of a "tether" between your Medic and Doom. The length of the tether equals Doom's movement, or his taxi if he still has one. You must be able to reach the Medic at any time, or else your opponent can and will wipe him out with a quickness.
Building a Doom team also adds one other wrinkle: taking advantage of that Minions of Doom ability. You've got Doom, your other attackers, and your support staff... you simply won't have room for some slacker you only brought in to get his team ability. However, there are characters you can take who give you decent utility for a low price. Let me suggest one that a lot of people overlook: V Skrull Warrior. With Doom's own range being so short, having the 8-range fireball on your force comes in handy right away. On an all-Marvel team, you won't be able to take that R Robin, so you might as well try that Skrull ability out. But let me tell you from painful experience -- *remember to roll for it!!!*
All told, this guy's definitely worth considering in your forces if you have him. Just keep in mind that he only works as part of a team effort; don't expect him to anchor your team all by his lonesome.
Now let's go back to that price. Nearly *fifty dollars* for an LE3! As I already pointed out, it amazes me that an LE3 is selling for more than most LE5 figures. Doom's a great figure, but I can't recommend that price to anyone in good conscience. Hold out and see if it will come down, or be prepared to sacrifce a lot of your own trading stock for him.
*** *** *** ***
That's it for this week. With XPlosion coming out next week, I'm going to take a look at a couple X-Men LEs and how they fit in with their new teammates. After that, I'll probably need to be nasty again and shred one of the turkeys and take another poke into the DC stock... maybe both at once. As always, requests are welcome and discussion is highly encouraged.
Thanks again!
-J
Clobberin' Time #108
Based on: Dr. Doom (http://www.hcrealms.com/forum/showthread.php?s=&threadid=20534) and Doombot (http://www.hcrealms.com/forum/showthread.php?s=&threadid=16816)
Type: Special
Current eBay Value: $48.81 (18 March @ 11PM)
I'd like to take a second to point out a major oddity in Clobberin' Time LEs... The LE5s are generally dismissed as unplayable ####. Most LE4s are considered barely playable. But there are LE3s selling on eBay for more than most LE5s. Quite honestly, they *are* amazing pieces! And above them all towers the ersatz Lord of Latveria, Doctor Doom(bot).
WizKids really threw us a loop with this bad boy. By the name and number, he's obviously the LE version of a Doombot. However, I find it easier to consider this the first "sub-Rookie" LE. Like those super-deformed characters in anime, Doctor Doom has most of R Dr. Doom's tricks squished into a tiny package.
If you're planning to use Doctor Doom, you've got to take a good look at his dial and plan ahead. For his first click, Doom's a powerhouse for his cost. His second click isn't bad. But after that, you'll whip through the rest of his short dial in no time. Never, ever forget that this guy only has *five* clicks! One good hit on him and that's about it.
For that reason, you want focus on that first click of Mastermind. At only 68 points, his meat shield options may seem a bit limited. But that's okay -- you've got Doombots, and it even makes sense within a theme. Partner Doom with a Doombot, and you've got taxi and meat shield in one. I highly recommend using the E or V versions for Toughness; makes them more likely to survive, and the higher Movement value makes them better taxis.
Once you've given Doctor Doom his devoted redshirt, you can look at the rest of his stats. The 8 move is nice, but you'll probably be relying on a taxi. 16 Defense is average. But what really stands out are the 10 Attack, 3 Damage, and associated powers. Unlike any other Doombot or REV Dr. Doom, this guy has Pulse Wave on his first two clicks. Remember what I said about a Taxi with Toughness? Here's another good reason why. With a 10 Attack value, you've got a good chance of hitting most characters in your blast radius. Now, with the damage reduced to 1, there are a lot of people you may not be able to hurt like this, but it's still worth considering. If you really want the damage boost, slip a SHIELD member on your team and have your Doombot taxi contribute if he's able. More often, you're going to stick with a straight-up blast for 3 Damage. He's got a short range -- only 6 -- but it's going to make a dent.
The real jewel in this crown, though, is that brown square of Perplex. There are obvious applications, of course -- jacking his Attack to 11, or Damage to 4. But if you really want to take advantage of the benefits Perplex can offer, you need to get creative. For example, let's go back to the Pulse Wave. With his range of 6, the Doombot can affect everyone within three squares. Perplex up his Range to 7. Divide by two and round up, and you get 4 squares in every direction. That's a *huge* increase in the affected area! Also, don't forget that Perplex does not require an action. So even when Doom isn't acting directly, he can boost another member of your force. With so many applications, Perplex grants you tremendous flexibility on the battlefield.
Until you lose it. Which happens abruptly and will always disappoint you when it does, because thigns for downhill quickly. If you're lucky enough to only take one click of Damage, you may still have a chance. A 9 Attack doesn't suck, Damage is a Toughness-pounding 2, Leadership helps bring a new taxi for extraction, and Toughness means your opponent's next attack needs more "oomph" behind it if you want to put Doom away. It's not awful, but it cuts Doom's value tremendously. He's gone from powerhouse to an overpriced V Doombot.
Things only get worse from there. Attack continues to click down, as does Defense until it bottoms out at 13. Pulse Wave is exchanged for Incapacitate, but at that attack value you're not hitting much. Once the dial gets this bad, the *only* saving grace is that you pick up Outwit on the final two clicks. Trust me, he won't be doing much else.
This run of stats makes it tricky to plan for Doctor Doom's use in battle. As long as you can keep him supplied with Mastermind fodder (and, for that matter, can keep Mastermind from falling prey to Outwit) he'll be a beast, limited only by his short range. But once Doom takes damage, it's all downhill from there. Get him to a Medic at once. He's just too many points to give up on. In connection with that, get used to thinking of a "tether" between your Medic and Doom. The length of the tether equals Doom's movement, or his taxi if he still has one. You must be able to reach the Medic at any time, or else your opponent can and will wipe him out with a quickness.
Building a Doom team also adds one other wrinkle: taking advantage of that Minions of Doom ability. You've got Doom, your other attackers, and your support staff... you simply won't have room for some slacker you only brought in to get his team ability. However, there are characters you can take who give you decent utility for a low price. Let me suggest one that a lot of people overlook: V Skrull Warrior. With Doom's own range being so short, having the 8-range fireball on your force comes in handy right away. On an all-Marvel team, you won't be able to take that R Robin, so you might as well try that Skrull ability out. But let me tell you from painful experience -- *remember to roll for it!!!*
All told, this guy's definitely worth considering in your forces if you have him. Just keep in mind that he only works as part of a team effort; don't expect him to anchor your team all by his lonesome.
Now let's go back to that price. Nearly *fifty dollars* for an LE3! As I already pointed out, it amazes me that an LE3 is selling for more than most LE5 figures. Doom's a great figure, but I can't recommend that price to anyone in good conscience. Hold out and see if it will come down, or be prepared to sacrifce a lot of your own trading stock for him.
*** *** *** ***
That's it for this week. With XPlosion coming out next week, I'm going to take a look at a couple X-Men LEs and how they fit in with their new teammates. After that, I'll probably need to be nasty again and shred one of the turkeys and take another poke into the DC stock... maybe both at once. As always, requests are welcome and discussion is highly encouraged.
Thanks again!
-J